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The Iconic Game at 20 – The Plastic Guitar That Connected the Gap Among Music Generations

It has been two decades after the legendary game hit the market across the Atlantic, offering players everywhere the tools to feel like rock legends. Figuratively speaking, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s four-minute guitar solo in front of an enthusiastic crowd of friends.

Created by Harmonix, Guitar Hero gave players a guitar-shaped controller to match on-screen cues moving along the display in time with a song. Every sequence corresponded to particular chords, creating the feel of a genuine live show.

Harmonix had already tried its hand in the music genre prior to teaming up with the publisher, later purchased by the gaming giant in 2006. Collaboratively, they established the groundwork for an unlikely massively profitable franchise that had a significant impact for many of the artists featured, introducing decades-old groups to millions of younger players.

Michael Dornbrook, ex-chief operating officer from the developer, remembers the initial financial challenges in securing the recordings – even though initial releases primarily featured cover versions.

“We rerecorded all the music because the cost prohibitive,” he says. “Despite having the necessary permissions by themselves, it proved nearly impossible. We couldn’t get acts such as the Who – RedOctane had virtually no money, and we were fairly certain it would fail. But once the game became a hit, album purchases and radio play were going up, everyone wanted to participate.”

He continues: “Among the remarkable aspects was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the music they adored. It became a multigenerational thing.”

Timeless Music Finds Younger Fans

Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist recalls the way the game brought classic rock back into vogue: “The game offered a bigger, new demographic. Typically this had been seen as music that was past it, but then once it got included in the title young people discovered it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ tag. It provided all our music renewed popularity.”

In 2008, the Answer’s first record remained not available in the US, meaning the game was a key medium for exposure for the group during their a North American tour opening for AC/DC. “The roadies were playing the song during travel, and some of them recognized us thanks to the game,” he notes.

Rock’s Heavyweight Spin-offs Enduring Impact

Rock’s biggest acts soon capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions that focused on their music collections and related lore, visuals and legendary status. For example, the Aerosmith edition, reportedly earned the band greater revenue than any of their studio albums. It sold well over half a million units in its first week, while demand for Aerosmith’s music rose significantly at a time when the music business was already collapsing.

The series continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical gameplay and extensive customisation options. The song is difficult even in expert mode, not to mention performed at increased tempo while hitting every one of the thousands of cues. They stated it took months of practice to accomplish.

“The game is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should use a real gun and enlist,” says DragonForce guitarist Herman Li.

DragonForce had already wrapped up a successful tour before their hit appeared in the third game, yet he explains it turned them into a household name. “I remember our distributors calling to tell me that our selling albums rapidly,” he shares. “It exploded on the subsequent tour, and we were playing right ahead of top acts at the event.”

Indeed, DragonForce’s exposure from Guitar Hero proved so vast that it threatened to overshadow everything else accomplishments. Recently, the track was used in promotional material for a major film. “In the past I thought differently, but now I accept it,” he admits. “Should you just listen to a single track, that's fine – everyone’s got a unique path in music and I’m glad we’ve been part of people’s lives”.

The Lasting Impact from the Plastic Guitar

The best marketing, be it for cars, clothes or video games, goes further than selling something – it inspires a desire. Was the game able to tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. From day one, the co-founders believed there’s an instinctive human desire to create songs, and they wanted to leverage innovation to allow people to participate”.

The majority of Guitar Hero games came out over a mere half-decade between 2005 and 2010, including spin-offs like the DJ version, including a spinning deck, and Band Hero. After that, the publisher’s interest in plastic instruments waned, aside from a brief comeback in 2015.

Games like Clone Hero and Fortnite Festival have maintained the community alive, and there’s expectations of a new product from the original publisher in development. A new studio has begun work on their first music game. The initial creators are both involved as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?

“We thought such titles could be similar to sports games where you can releases,” Dornbrook says. “There’s so much new music it could remain evergreen, thus I remain hopeful. It's entirely possible why it can’t persist with new generations.”

About the author

Erica Garcia

A historian specializing in British monarchy with over a decade of experience in royal journalism and cultural analysis.

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